Hi Tony, I'm using simple sequencer fade commands, from Sequence Trigger (trigger onStart) . It's used during intro camera animation after new sceneload. Problem with the Fade(out,...) function - instead of going to fade out, it for a blink displays completly black screeb (like for 50miliseconds) th...
Hi Tony, I've recently tried to port my project on android where it yields very low fps. And as a side effect, I've noticed, when conversation text is ouputed character by character and text is longer, it doesnt event output all characters and skips to next conversation text because computed delay t...
Hello, I'm not sure this is completly connected to the Dialogue system, but anyway :) I've made an game object which has added component usable and it react's with interact message when player is in it's collider. When I press interact button I want to destroy the item from the scene and disable / h...
Here is the sample picture, in chat mapper I can link it to any pass through node, examples are marked red. And it will go through and find the Block point which wasn't displayed. In dialogue system I have to point directly on it like yellow arrow, because in case I point to pass through upper nodes...
Thanks Tony, works like a breeze. I've been playing a little bit with it and I've found one point where Chatmapper simulator differs from the dialogue system evauluation of dialogs. I am not sure if it's intended, but maybe it might be worth investigation. I'll try to describe it or eventually I can...
Hi Tony, Is it implemented in dialogue system the option which I can choose in chat mapper to display a dialogue option only one? (bassed on this I pass to next node without display or break the conversation branch). It places a script condition like "Dialog[2].SimStatus ~= "WasDisplayed&q...
Hello Guys, I'm quite new to the unity and have some tough time implementing a way to disable mouselook and keyboardmovement during conversation Iam using Standard First Person Controloler provided in unity. I've added Set Enabled On Dialogue Event DLL to the First Person Controller, but how can I d...